/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Manor;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.instance.L2MonsterInstance;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.PlaySound;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.templates.skills.L2SkillType;
import net.sf.l2j.util.Rnd;

/**
 * @author  l3x
 */
public class Sow implements ISkillHandler 
{
    private static final L2SkillType[] SKILL_IDS = 
    {
    	L2SkillType.SOW
    };

    private L2PcInstance _activeChar;
    private L2MonsterInstance _target;
    private int _seedId;

    public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) 
    {
        if (!(activeChar instanceof L2PcInstance))
            return;

        _activeChar = (L2PcInstance) activeChar;

		L2Object[] targetList = skill.getTargetList(activeChar);

        if (targetList == null)
            return;

    	for (int index = 0; index < targetList.length; index++) 
    	{
	    	if (!(targetList[0] instanceof L2MonsterInstance))
	            continue;

	        _target = (L2MonsterInstance) targetList[0];

	        if (_target.isSeeded()) 
	        {
	        	_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
	            continue;
	        }

	        if ( _target.isDead()) 
	        {
	        	_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
	            continue;
	        }

	        if (_target.getSeeder() != _activeChar) 
	        {
	        	_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
	            continue;
	        }

	        _seedId = _target.getSeedType();
	        if (_seedId == 0) 
	        {
	        	_activeChar.sendPacket(ActionFailed.STATIC_PACKET);
	            continue;
	        }

	        L2ItemInstance item = _activeChar.getInventory().getItemByItemId(_seedId);
	        //Consuming used seed
	    	_activeChar.destroyItem("Consume", item.getObjectId(), 1, null, false);

	    	SystemMessage sm;
	    	if (calcSuccess()) 
	    	{
	        	_activeChar.sendPacket(new PlaySound("Itemsound.quest_itemget"));
	            _target.setSeeded();
	            sm = SystemMessage.getSystemMessage(SystemMessageId.THE_SEED_WAS_SUCCESSFULLY_SOWN);
	        }
	    	else
	        	sm = SystemMessage.getSystemMessage(SystemMessageId.THE_SEED_WAS_NOT_SOWN);
	    	
	    	if (_activeChar.getParty() == null)
	    		_activeChar.sendPacket(sm);
	    	else
	    		_activeChar.getParty().broadcastToPartyMembers(sm);
	    	
	        //TODO: Mob should not agro on player, this way doesn't work really nice
	        _target.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
	        sm = null;
    	}

    }

    private boolean calcSuccess() 
    {
    	// TODO: check all the chances
        int basicSuccess = (L2Manor.getInstance().isAlternative(_seedId)?20:90);
		int minlevelSeed = 0;
		int maxlevelSeed = 0;
		minlevelSeed = L2Manor.getInstance().getSeedMinLevel(_seedId);
		maxlevelSeed = L2Manor.getInstance().getSeedMaxLevel(_seedId);

		int levelPlayer = _activeChar.getLevel(); // Attacker Level
		int levelTarget = _target.getLevel(); // taret Level

		// 5% decrease in chance if player level
		// is more then +/- 5 levels to _seed's_ level
		if (levelTarget < minlevelSeed)
			basicSuccess -= 5;
		if (levelTarget > maxlevelSeed)
			basicSuccess -= 5;

		// 5% decrease in chance if player level
		// is more than +/- 5 levels to _target's_ level
		int diff = (levelPlayer - levelTarget);
        if (diff < 0)
            diff = -diff;
		if (diff > 5)
			basicSuccess -= 5 * (diff-5);

		//chance can't be less than 1%
		if (basicSuccess < 1)
			basicSuccess = 1;

		int rate = Rnd.nextInt(99);

        return (rate < basicSuccess);
    }

    public L2SkillType[] getSkillIds() 
    {
        return SKILL_IDS;
    }
}